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		<title>three.js webgl - materials - texture - rotation</title>
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		<div id="info">
			<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - texture rotation
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.module.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three';

			import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

			let mesh, renderer, scene, camera;

			let gui;

			const API = {
				offsetX: 0,
				offsetY: 0,
				repeatX: 0.25,
				repeatY: 0.25,
				rotation: Math.PI / 4, // positive is counterclockwise
				centerX: 0.5,
				centerY: 0.5
			};

			init();

			function init() {

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				scene = new THREE.Scene();

				camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.set( 10, 15, 25 );
				scene.add( camera );

				const controls = new OrbitControls( camera, renderer.domElement );
				controls.addEventListener( 'change', render );
				controls.minDistance = 20;
				controls.maxDistance = 50;
				controls.maxPolarAngle = Math.PI / 2;

				const geometry = new THREE.BoxGeometry( 10, 10, 10 );

				new THREE.TextureLoader().load( 'textures/uv_grid_opengl.jpg', function ( texture ) {

					texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
					texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
					texture.colorSpace = THREE.SRGBColorSpace;

					//texture.matrixAutoUpdate = false; // default is true; set to false to update texture.matrix manually

					const material = new THREE.MeshBasicMaterial( { map: texture } );

					mesh = new THREE.Mesh( geometry, material );
					scene.add( mesh );

					updateUvTransform();

					initGui();

					render();

				} );

				window.addEventListener( 'resize', onWindowResize );

			}

			function render() {

				renderer.render( scene, camera );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;

				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

				render();

			}

			function updateUvTransform() {

				const texture = mesh.material.map;

				if ( texture.matrixAutoUpdate === true ) {

					texture.offset.set( API.offsetX, API.offsetY );
					texture.repeat.set( API.repeatX, API.repeatY );
					texture.center.set( API.centerX, API.centerY );
					texture.rotation = API.rotation; // rotation is around center

				} else {

					// setting the matrix uv transform directly
					texture.matrix.setUvTransform( API.offsetX, API.offsetY, API.repeatX, API.repeatY, API.rotation, API.centerX, API.centerY );

				}

				render();

			}

			function initGui() {

				gui = new GUI();

				gui.add( API, 'offsetX', 0.0, 1.0 ).name( 'offset.x' ).onChange( updateUvTransform );
				gui.add( API, 'offsetY', 0.0, 1.0 ).name( 'offset.y' ).onChange( updateUvTransform );
				gui.add( API, 'repeatX', 0.25, 2.0 ).name( 'repeat.x' ).onChange( updateUvTransform );
				gui.add( API, 'repeatY', 0.25, 2.0 ).name( 'repeat.y' ).onChange( updateUvTransform );
				gui.add( API, 'rotation', - 2.0, 2.0 ).name( 'rotation' ).onChange( updateUvTransform );
				gui.add( API, 'centerX', 0.0, 1.0 ).name( 'center.x' ).onChange( updateUvTransform );
				gui.add( API, 'centerY', 0.0, 1.0 ).name( 'center.y' ).onChange( updateUvTransform );

			}

		</script>

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